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Madrona Escape Room

This is an example RL environment simulator built on the Madrona Engine. The goal of this repository is to provide a simple reference that demonstrates how to use Madrona's ECS APIs and how to interface with the engine's rigid body physics and rendering functionality. This example also demonstrates how to integrate the simulator with python code for evaluating agent polices and/or policy learning. Specifically, this codebase includes a simple PyTorch PPO training loop integrated with the simulator that can train agents in under an hour on a high end GPU.

If you're interested in using Madrona to implement a high-performance batch simulator for a new environment or RL training task, we highly recommend forking this repo and adding/removing code as needed, rather than starting from scratch. This will ensure the build system and backends are setup correctly.

The Environment and Learning Task

trained.mp4

As shown above, the simulator implements a 3D environment consisting of two agents and a row of three rooms. All agents start in the first room, and must navigate to as many new rooms as possible. The agents must step on buttons or push movable blocks over buttons to trigger the opening of doors that lead to new rooms. Agents are rewarded based on their progress along the length of the level.

The codebase trains a shared policy that controls agents individually with direct engine inputs rather than pixel observations. Agents interact with the simulator as follows:

Action Space:

  • Movement amount: Egocentric polar coordinates for the direction and amount to move, translated to XY forces in the physics engine.
  • Rotation amount: Torque applied to the agent to turn.
  • Grab: Boolean, true to grab if possible or release if already holding an object.

Observation Space:

  • Global position.
  • Position within the current room.
  • Distance and direction to all the buttons and cubes in the current room (egocentric polar coordinates).
  • 30 Lidar samples arrayed in a circle around the agent, giving distance to the nearest object along a direction.
  • Whether the current room's door is open (boolean).
  • Whether an object is currently grabbed (boolean).
  • The max distance achieved so far in the level.
  • The number of steps remaining in the episode.

Rewards: Agents are rewarded for the max distance achieved along the Y axis (the length of the level). Each step, new reward is assigned if the agents have progressed further in the level, or a small penalty reward is assigned if not.

For specific details about the format of observations, refer to exported ECS components introduced in the code walkthrough section.

Overall the "full simulator" contains logic for three major concerns:

  • Procedurally generating a new random level for each episode.
  • Time stepping the environment, which includes executing rigid body physics and evaluating game logic in response to agent actions.
  • Generating agent observations from the state of the environment, which are communicated as PyTorch tensors to external policy evaluation or learning code.

Build Instructions

First, make sure you have all the dependencies listed here (briefly, recent python and cmake, as well as Xcode or Visual Studio on MacOS or Windows respectively).

To build the simulator with visualization support on Linux (build/viewer), you also need to install X11 and OpenGL development libraries. Equivalent dependencies should already be installed by Xcode on MacOS. For example, on Ubuntu:

sudo apt install libx11-dev libxrandr-dev libxinerama-dev libxcursor-dev libxi-dev mesa-common-dev

The built-in training functionality requires PyTorch 2.0 or later as well.

Now that you have the required dependencies, fetch the repo (don't forget --recursive!):

git clone --recursive https://github.com/shacklettbp/madrona_escape_room.git
cd madrona_escape_room

Next, for Linux and MacOS: Run cmake and then make to build the simulator:

mkdir build
cd build
cmake ..
make -j # cores to build with
cd ..

Or on Windows, open the cloned repository in Visual Studio and build the project using the integrated cmake functionality.

Now, setup the python components of the repository with pip:

pip install -e . # Add -Cpackages.madrona_escape_room.ext-out-dir=PATH_TO_YOUR_BUILD_DIR on Windows

You can then view the environment by running:

./build/viewer

Or test the PyTorch training integration:

python scripts/train.py --num-worlds 1024 --num-updates 100 --ckpt-dir build/ckpts

Simulator Code Walkthrough (Learning the Madrona ECS APIs)

As mentioned above, this repo is intended to serve as a tutorial for how to use Madrona to implement a batch simulator for a simple 3D environment. If you're not interested in implementing your own novel environment simulator in Madrona and just want to try training agents, skip to the next section.

We assume the reader is familiar with the key concepts of the entity component system (ECS) design pattern. If you are unfamiliar with ECS concepts, we recommend that you check out Sander Mertens' very useful Entity Components FAQ.

Defining the Simulation's State: Components and Archetypes

The first step to understanding the simulator's implementation is to understand the ECS components that make up the data in the simulation. All the custom logic in the simulation (as well as logic for built-in systems like physics) is written in terms of these data types. Take a look at src/types.hpp. This file first defines all the ECS components as simple C++ structs and next declares the ECS archetypes in terms of the components they are composed of. For integration with learning, many of the components of the Agent archetype are directly exported as PyTorch tensors. For example, the Action component directly correspondes to the action space described above, and RoomEntityObservations is the agent observations of all the objects in each room.

Defining the Simulation's Logic: Systems and the Task Graph

After understanding the ECS components that make up the data of the simulation, the next step is to learn about the ECS systems that operate on these components and implement the custom logic of the simulation. Madrona simulators define a centralized task graph that declares all the systems that need to execute during each simulation step that the Madrona runtime then executes across all the unique worlds in a simulation batch simultaneously for each step. This codebase builds the task graph during initialization in the Sim::setupTasks function using TaskGraphBuilder class provided by Madrona. Take note of all the ECS system functions that setupTasks enqueues in the task graph using ParallelForNode<> nodes, and match the component types to the components declared you viewed in types.hpp. For example, movementSystem, added at the beginning of the task graph, implements the custom logic that translates discrete agent actions from the Action component into forces for the physics engine. At the end of each step, collectObservationSystem reads the simulation state and builds observations for the agent policy.

At this point for an overview of the whole simulator you can continue to the next section, or for further details, you can continue reading src/sim.cpp and 'src/sim.hpp where all the core simulation logic is located with the exception of level generation logic that handles creating new entities and placing them. The level generation logic starts with the generateWorld function in src/level_gen.cpp and is called for each world when a training episode ends.

Initializing the Simulator and Interfacing with Python Training Code

The final missing pieces of the simulator are how the Madrona backends are initialized and how data communication between PyTorch and the simulator is managed. These pieces are controlled by the Manager class in src/mgr.hpp and src/mgr.cpp. During initialization, the Manager constructor is passed an ExecMode object from pytorch that dictates whether the CPU or CUDA backends should be initialized. The Manager class then loads physics assets off disk (copying them to the GPU if needed) and then initializes the appropriate backend. Once initialization is complete, the python code can access simulation state through the Manager's exported PyTorch tensors (for example, Manager::rewardTensor) via the python bindings declared in src/bindings.cpp. These bindings are just a thin wrapper around the Manager class using nanobind.

Visualizing Simulation Output

The code that integrates with our visualization infrastructure is located in src/viewer.cpp. This code links with the Manager class and produces the viewer binary in the build directory that lets you control the agents directly and replay actions. More customization in the viewer code to support custom UI and overlays will be supported in the future.

Training Agents

In addition to the simulator itself, this repo contains a simple PPO implementation (in PyTorch) to demonstrate how to integrate a training codebase with a Madrona batch simulator. scripts/train.py is the training code entry point, while the bulk of the PPO implementation is in train_src/madrona_escape_room_learn.

For example, the following settings will produce agents that should be able to solve all three rooms fairly consistently:

python scripts/train.py --num-worlds 8192 --num-updates 5000 --profile-report --fp16 --gpu-sim --ckpt-dir build/checkpoints/

If your machine doesn't support the GPU backend, simply remove the --gpu-sim argument above and consider reducing the --num-worlds argument to reduce the batch size.

After 5000 updates, the policy should have finished training. You can run the policy and record a set of actions with:

python scripts/infer.py --num-worlds 1 --num-steps 1000 --fp16 --ckpt-path build/checkpoints/5000.pth --action-dump-path build/dumped_actions

Finally, you can replay these actions in the viewer program to see how your agents behave:

./build/viewer 1 --cpu build/dumped_actions

Hold down right click and use WASD to fly around the environment, or use controls in the UI to following a viewer in first-person mode. Hopefully your agents perform similarly to those in the video at the start of this README!

Note that the hyperparameters chosen in scripts/train.py are likely non-optimal. Let us know if you find ones that train faster.

Citation

If you use Madrona in a research project, please cite our SIGGRAPH paper.

@article{shacklett23madrona,
    title   = {An Extensible, Data-Oriented Architecture for High-Performance, Many-World Simulation},
    author  = {Brennan Shacklett and Luc Guy Rosenzweig and Zhiqiang Xie and Bidipta Sarkar and Andrew Szot and Erik Wijmans and Vladlen Koltun and Dhruv Batra and Kayvon Fatahalian},
    journal = {ACM Trans. Graph.},
    volume  = {42},
    number  = {4},
    year    = {2023}
}

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